Some 2½ years ago, I wrote about the reputation mechanics I was using in my D&D 3.5 game. Unfortunately it didn’t quite work out. There just wasn’t any incentive for players to act in order to gain reputation. It was always incidental. In between games, the referee would update reputations and whenever a player was in big trouble, they’d say that they wanted to roll for divine intervention. Unfortunately, they usually didn’t know what their reputation was and with whom it was.
How to increase player involvement? I remembered my first Asian themed D&D 3.5 Kitsunemori campaign. There, players had to roll over their current reputation in order to increase it. That always caused a lot of excitement at the table.
Thus, for my houserules (“D&D Mine” aka. Campaign:Halberds and Helmets) I now require players to roll over their current reputation using a die that represents the magnitude of their deed.
Reputation: Fame and honor can be earned everywhere. Even the gods are interested in the deeds of mortals. Reputation is tracked separately for all the gods, towns and factions. The higher a reputation is, the harder it is to increase it.
In order to gain reputation, roll higher than the current reputation. The starting reputation is 0. Thus, the first time reputation increases, no roll is necessary.
Deed Roll To find an item, to bring it back, to save something d4 To rescue a life, to find the victim of a kidnap, to render services to a church d6 To rescue a village, to help an entire community d8 To render a service to the gods d12
Gods: In an emergency, reputation also acts as the percentage chance for divine intervention. In addition to that, reputation also limits the circle of miracles (spell levels) available to clerics. Thus, a cleric cannot work any miracles on their first adventure since they are lacking an appropriate reputation.
We’ll see how that works.